/Engine/Plugins/2D/Paper2D/Source/Paper2D/Classes/PaperTileMap.h
A tile map is a 2D grid with a defined width and height (in tiles). There can be multiple layers, each of which can specify which tile should appear in each cell of the map for that layer.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class PAPER2UPaperTileMap : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
TObjectPtr< cla...
AssetImportData
Importing data and options used for this tile map
FLinearColor
BackgroundColor
The background color displayed in the tile map editor
TObjectPtr<UBo...
BodySetup
Baked physics data.
float
CollisionThickness
The extrusion thickness of collision geometry when using a 3D collision domain.
int32
HexSideLength
The vertical height of the sides of the hex cell for a tile.
FLinearColor
LayerGridColor
The color of the layer grid
int32
LayerNameIndex
The naming index to start at when trying to create a new layer
int32
MapHeight
Height of map (in tiles)
int32
MapWidth
Width of map (in tiles)
TObjectPtr<UMa...
Material
The material to use on a tile map instance if not overridden.
FLinearColor
MultiTileGridColor
The color of the multi tile grid
int32
MultiTileGridHeight
Number of tiles the multi tile grid spans vertically. 0 removes horizontal lines
int32
MultiTileGridOffsetX
Number of tiles the multi tile grid is shifted to the right
int32
MultiTileGridOffsetY
Number of tiles the multi tile grid is shifted downwards
int32
MultiTileGridWidth
Number of tiles the multi tile grid spans horizontally. 0 removes vertical lines
float
PixelsPerUnrealUnit
The scaling factor between pixels and Unreal units (cm) (e.g., 0.64 would make a 64 pixel wide tile take up 100 cm)
TEnumAsByte<ET...
ProjectionMode
Tile map type.
int32
SelectedLayerIndex
The currently selected layer index
TSoftObjectPtr<...
SelectedTileSet
Last tile set that was selected when editing the tile map.
float
SeparationPerLayer
The Z-separation between each layer of the tile map.
float
SeparationPerTileX
The Z-separation incurred as you travel in X (not strictly applied, batched tiles will be put at the same Z level)
float
SeparationPerTileY
The Z-separation incurred as you travel in Y (not strictly applied, batched tiles will be put at the same Z level)
TEnumAsByte<ES...
SpriteCollisionDomain
Collision domain (no collision, 2D, or 3D)
FLinearColor
TileGridColor
The color of the tile grid
int32
TileHeight
Height of one tile (in pixels)
TArray<TObject...
TileLayers
The list of layers.
int32
TileWidth
Width of one tile (in pixels)